What a bunch of jerks with their messed-up chat, and they even banned me. What important people! Say hi to Mom.
Posts from HeroesLAND is another “online heroes” game.
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Please, explain the differences in the game balance between this unfinished product and The Shadow of Death?
Added 2 minutes later
I don't have enough fingers on my hands and feet to list everything.
I can only write nonsense.
P.S. based on the first impression, the comparison with SoD (Shadow of the Death) should still be flattering to you. For now, your creature is far from even the bug-ridden Wog (Wake of Gods).
Все в ней нулево и кукольно.
FireToSky is one of the strongest players appearing on this resource. If you don't care about the community's opinion, then maybe it would be easier for you to look for other potential clients. By the way, your blatant stupidity is striking. You don't understand the essence of the shortcomings that are pointed out to you, even after the second or third time. At the very least, I completely don't understand what main goals your, let's say, "creation" pursues?
P.S. based on the first impression, the comparison with SoD (Shadow of the Death) should still be flattering to you. For now, your creature is far from even the most buggy Voga (Wake of Gods).
If by "shortcomings" you mean what the respected Mizrael wrote about, then, as it seems to me, we have already discussed everything with him and even understood each other. I haven't seen any messages about other shortcomings here yet.
The goal is simple: to try to recreate the heroic world in an online version, taking into account the online specifics.
Any comparison with SoD, you are right, is very flattering to me. Since the project itself is a consequence of my boundless love for Heroes. At the same time, we theoretically cannot (and do not want) compete with the original. As for the "bugs," help us find and fix them if you are interested. If not, then that's it :o)
1. An idea or brand that will attract people to the game.
2. Maximally prolonged Gameplay (this includes limiting the number of ranged units and the principle of mob formation on the map: they were designed so that it wouldn't be possible to defeat stronger enemies early on). The longer a player stays in the game, the less likely they are to quit ("Oh, I'm so tired of it, but I'm only a few levels away from level N, I'll play a little more," "*%&#, this game sucks, but I've already spent so much time on it," etc.).
3. Adding "perks" that speed up or simplify the process, but at the cost of resources. Initially, the resources are in-game, and then the perks are given for real money (but not before an audience has been gathered, otherwise people might be put off).
4. Increasing the role of monetary investments from the real world -> finally, generating profit.
That's why the mechanics of the original game are so flawed, because they hinder these goals. Those who want to play their favorite game in an online entertainment format will be disappointed. For now, the project is only in its early stages, which means you can still have some fun (I'll be happy for the game if it doesn't turn into a total pay-to-win and grind-fest).
Please, explain the differences in game balance between this unfinished product and Breath of Death?
So.
Regarding the economy, I will only say that resources are obtained through hunting and quests, and buildings are constructed provided there are enough resources, necessary buildings, and a sufficient hero level.
I am trying very hard to make the tactical part as close as possible to the spirit of the original Heroes. Of course, some things had to be modified:
1. Due to the "infinite character history," I had to sacrifice necromancy and demonology. Instead, I made skeletons and zombies cheaper to hire and gave the player a couple of spells.
2. Due to the relatively small size of the armies, the damage of DD spells was reduced.
3. Online realities forced me to give all heroes a starting analog of tactics: before the battle, you can position yourself in an area of two columns. The Tactics skill increases the width of the positioning zone, as it should.
4. The base firing range for all ranged units has been temporarily reduced, but there are artifacts that increase this range. We will balance it.
Otherwise, these are the same tactical hero battles that we all love, and in addition to duels, there is the possibility of paired hunts, 2v2 battles, and even FFA. Well, and the AI of the mobs is still far from being smart :o)
PS. Some spells and some innate abilities of monsters have not yet been implemented.
Added 14 minutes ago
The goals are quite obvious; everything is following a well-trodden path in similar games:
1. An idea or brand that will attract people to the game.
2. A максимально prolonged gameplay (this is where the reduction of ranged units and the principle of mob formation on the map should be attributed: they were made so that it would not be possible to defeat stronger ones early on). The longer the player stays in the game, the less chance they have of leaving it ("oh, I'm so tired, but I'm only a few levels away from N, okay, I'll play a little more," "*%&# the game sucks, but I've already spent so much time on it" etc.).
3. Adding "perks" that speed up or make the process easier, but at the cost of resources. At first, the resources are in-game, and then the perks are given for real money (but not before an audience is gathered, otherwise you can scare people away).
4. Increasing the role of monetary investments from the real world -> finally getting a profit.
That's why the mechanics of the original game are being twisted, because they interfere with the goals. Those who want to play their favorite game in an online entertainment format will be disappointed. The project is only in its early stages, which means that you can still have fun (I will be happy for the game if it does not turn into total pay-to-win and grind).
And, of course, no one will believe my assurances that we will not turn into "total pay-to-win and grind" right now. And even references to my previous projects, where this did not happen, will not convince many. Only time can show something.
And now, if you allow, some comments.
1. Well, of course, how else?
2. The very essence of "online without parties" does not imply instant development of the game character. Although, even now, you can calmly spend a couple of hours in the evening by the fireplace, fighting mobs/players, without rushing anywhere. It depends on the goals. Again, there are plans to create "on the fly" individual maps for sociopaths and just busy people. The engine allows it.
3. What's wrong with this scheme? You can wait (not very long, by the way) for the troops/mana to recover after the battle, or you can buy scrolls of quick HP/MP recovery in the store for a small amount of in-game money (or get them on a hunt) and use them.
4. What can you do? Since there is an investor, you have to somehow think about profitability. In any case, there will never be anything for rubles that cannot be obtained in game ways with reasonable effort. It sounds like a promise, but it's true.
"Playing your favorite game in an online entertainment format" will not work in any case, because there is no usual "turn-based" on the map. Unless the battles themselves are close to the original.
Thank you.
Все в ней нулево и кукольно.
The main question is: what is the purpose of all this? In my opinion, it's unlikely that this kind of rework will attract strong online players. You'll end up drowning in bug fixes. It's completely obvious to me.
In Heroes, I like tactical battles the most, especially with a live opponent. We already have that, and it's almost in its classic form. The rest is just atmosphere and a way to "bring heroes together in battle."
It's definitely not about "replacing the original." And no one can tear "strong online players" away from classic games of the original Heroes, even if they wanted to.
That's how it is.
If you're afraid of bugs, don't write code :o) Or are you talking about "other bugs"?

Browser games are mainly played by people who are not very interested in Heroes. You probably won't find customers here.
Again, it's worth a try, right? If it doesn't bother anyone.
By the way, I don't understand why noble players, while waiting for their opponent's turn in a multi-hour tournament match up to the third hero, shouldn't crush a couple of armies in the HeroesLAND arena without a timer? :o)
I still hope that there are browser-based and browser-like games.
Again, couldn't you at least try? If it doesn't bother anyone.
By the way, I don't understand why noble players, while waiting for their opponent's turn in a multi-hour tournament match up to the third hero, couldn't defeat a couple of armies in the HeroesLAND arena without a timer? :o)